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    posted a message on T-Mach Team Openings (video)

    Updated the "Openings" section on the main post. Looking for some talented people adept with triggers.

    Posted in: Team Recruitment
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    posted a message on [Arena] Bounty Hunters, Fast paced and challenging

    Hmmm..... Looks like all but one of your abilities was a pre existing ability. Why? Hero arenas thrive or die on their abilities. I think you need to ask yourself what will make people play your map? Especially when anyone can literally remake your entire class/hero selection in 10 minutes. Maybe you don't care if people play your map and you only made it for yourself, if so then I can respect that.

    Sorry to be so blunt, I just want to see everyone making awesome maps. We all work so hard on them. I want the level of mappage to be raised! If you need some help creating some custom abilities or brain storming some idea feel free to shoot me a PM (but only if you want to make some awesome abilities, i refuse to have anything to do with boring ;)

    Posted in: Map Feedback
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    posted a message on T-Mach Team Openings (video)

    @ZombieZasz: Go

    Well I originally meant adding a rotation to a model such as a missile. Making a hammer rotate around an axis as if it has been thrown. Movers work well for somethings but not for this style of movement. However I believe I have found a solution to this with actor rotations. With that being said it would still be nice to have a modeler for other things. If you are interested I can shoot you a PM in a few days when I'm back in the country

    @Soulcarver

    Trolls will be trolls :) if you had read the post you would have the answers to most if not all of your questions.

    For those who are worried about only 4 heroes... Don't be. These are just the first four and the four we decided to reveal, we plan to have around ten at launch and have dozens more planned. 10 at launch may be fewer than most mobas but I think players will notice the quality of each hero. Plus we have some tricks in-store to allow heroes to be played and built in different ways.

    For everyone who has contacted me. I assure you I have not been ignoring you. I will be in touch shortly. Sixen was kind enough to wait until I was out of the country and with limited internet connection before posting us on the main page ;P

    Posted in: Team Recruitment
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    posted a message on T-Mach Team Openings (video)

    @Biophysicist: Go

    Duuuuude. I will pay for hosting. I just need a BA to come along and set up a sweet website. I´m out of the country until Sunday. I will contact you.

    Posted in: Team Recruitment
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    posted a message on Help with Motion Overlays please

    @Photoloss: Go

    There are a couple of projectiles that look almost exactly like that already in the editor. The one i used for my wind stream ability in T-Mach is close although you probably cant tell from my teaser video. Playing around with tint and HDR would make it identical. I cant remember the model name and I think I might have used a custom mover to get the visual look. I'm not near my computer. Shoot me a PM if you would like and I'll send you the info when I get a chance and help you make it.

    Posted in: Data
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    posted a message on T-Mach Team Openings (video)

    @DeepStrike716: Go

    Updated the post since we have settled on an official name! The history surrounding such a name is sure bring interesting lore. If Titanomachia is to much of a mouthful for you then feel free to call it "T-mach" or "Tmach" or even "TM" we will be doing the same!

    I also updated our available openings. Our media/marketing role has been filled as has our last developer spot.

    We would still love to find an animator (even one of rookie skill) and a 2D artist. This is a project that is quickly coming together, trust me when I say you dont want to miss out on this opportunity to join the team!

    Be sure to follow or developers blog for updates and keep track of us on Facebook!

    Posted in: Team Recruitment
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    posted a message on Probably insane request: Shockwave triggering an event.

    @nytemare3701: Go

    Another work around would be to search the area and fire an invisible missile at every unit effected. Missile speed should be the same as the animation shockwave speed so the invisible missile hits at the sams time the shockwave animation hits. Obviously apply your infestation effect to the missile impact. The above mentioned solutions are better solutions but this may be easier to implement depending on your knowledge.

    Posted in: Triggers
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    posted a message on LF terrain artist to REMAKE WoW Alterac Valley

    @Cybrok: Go

    What about buildings? You can't really do internal multi story buildings. Well there are work arounds but i doubt any would be exact.

    Posted in: Team Recruitment
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    posted a message on T-Mach Team Openings (video)

    Titanomachia is known as the Battle of the Titans

    *Updated "Openings" section below, I am looking for a new triggerer*

    This project is still alive and well. I have recently been teaching myself photoshop since I was unable to find anyone who could create the quality of 2D art that I was looking for. We have some exciting stuff in store as we continue to develop Titans and move forward.

    Intro

    I will try and do my best to make this as short as possible. After a long break I have recently returned to mapping. A select few of talented individuals and myself have been working on this project for a short time now and we are about to begin the "alpha" testing phase (yes we are far enough along where the game is functional). The project is progressing smoothly and will continue to do so with our dedicated team members. This post is just as the title says, a "wishlist", meaning that we do not NEED any team members to bring this to completion but a few more individuals for select roles will make the final product that much better. There is always room for the talented and/or dedicated.

    About the Project

    I will try not to ramble. If at any point you are interested and would like more information, simply contact me (we will get to that later). Project Elementalist is a pending name. We may or may not end up keeping it.

    The game genre would be considered a MOBA. Yes, I said the dreaded four letter word. However our goal is not to reinvent the wheel. We do not intend to compete with League of Legends or Blizzard All Stars by attempted to make something similar. If I wanted to play League of Legends I would play it. Instead Elementalists is attempting to take the genre and evolve it into something different to the point where a hardcore League of Legends fan boy will snub his nose at it. Snub away.

    Game Play

    We seek to change the game play by adding much more than your typical hero micro mechanics. Micro mechanics will be present but so will the addition of macro mechanics. Do not worry that you will be forced to build expansions and drone. Instead we seek to add a feeling into the game similar to the Starcraft 2 ladder in which a player can choose to play different styles such as muta/ling or roach infestor.

    Gone is the traditional minion and laning mechanics that has forever plagued the genre. Tired of pushing a lane? So are we. Instead our game play focuses on claiming territory and a robust mobile army/minion system. You decide where your lanes are, you decide where you want the action.

    Additionally we seek to evolve the cliche terrain mechanics by allowing players to interact with their environment. Heroes are designed around their specific element. Are you playing as the Helios the Titan of Fire? Great then your abilities directly interact with the fire and lava on the map! You are an elemental titan, use your element to gain an advantage.

    Sneak Peak

    Here is a video I whipped together to show off some of our heroes and abilities. Most of the abilities are not polished and still require some addition animations but I hope it gives you a glimpse of what we are working on. All abilities are 100% data.

    Embed Removed: https://www.youtube.com/v/IUi2C4Qxjt4feature?fs=1

    Openings

    1. Trigger Editors- I am looking for someone who can do a few "simple" straight forward tasks such as leader boards, hero revival and leveling ect. I began teaching myself triggers to do all of this myself but decided that things would be a little quicker if I had someone to assist me with the nuts and bolts of it. I create and provide any 2D artwork that is needed and I am willing to even move buttons/dialogues where needed as I know this takes up a lot of time. I simply do not wish to tweak and troubleshoot the "code".

    You will decide your own level of involvement, whether you want to do one part of the project or take on all triggering aspects. All is acceptable, I simply ask that you do not sign up for anything you will not complete. Lastly I ask that any candidates be older in age, preferably college and above.

    If you are interested and want to help but do not fit one of the roles listed above please feel free to contact me. We will always make room for talent.I will continue to update the list with more opening as they present themselves.

    How to Join

    I cannot emphasis enough that the most important attributes we are looking for are dedication, self motivation and creativity. All members are expected to come of with fresh never been seen before ideas.

    Your best bet for contacting me will be through email [email protected] or by sending me a PM.

    Feel free to send questions or concerns. Be sure to email me with what you are looking to do and how you want to help out.

    More to come.

    Posted in: Team Recruitment
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    posted a message on Looking for Data Editor Bids (Pay)

    $100 a hero? Sounds like I joined the wrong team ;) I kid, I'm 100% not interested, although this does sound like a great opportunity for others.

    And for those of you who are skeptics about $100. Well that honestly seems reasonable. Quality, true quality takes time in the data editor. I could easily see myself spending 30+ hours on a hero like he described. I actually am spending such amount of time on the heroes I'm currently developing.

    I remember the OP's previous posts, I wish you luck with your map.

    Posted in: Team Recruitment
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    posted a message on Mapster Mentoring

    I dont know if I am needed... So many mentors already, but I try and give back to the community.


    Name: Deepstrike716
    Help type: Data and more data
    Specialty: Almost everything in the data editor although my specialty lies with extremely complex abilities and actors (20+ effects and 10+ actors for a single level ability). I also do everything 100% in the editor. If someone tells you that you will need a trigger, come to me and I'll show you how to do it in the editor.
    Maps: Data Editor for AoS 2 & Deadlock: Tactics
    Contact: PM works, but I prefer vent, if I'm on I'll normally be in it. vent: lead.typefrag.com Port: 58412 Pass: starcraft
    Time Zone: EST
    Notes: No data experience needed, simply motivation to learn. I will not create your map for you ;P

    Posted in: Tutorials
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    posted a message on How to create a buff cap on a unit?

    @Playmo: Go

    If you want to set the duration of anybehavior, just go to the Stats - Duration field for that behavior.

    As far as knocking off the "counter" behavior, that's easy. For every particular spell you want to cast just add an additional Remove Behavior effect to the end of the ability/effects. Obviously have it target the caster and remove 3 stacks.

    Just to double check. Make sure you set the max count field on the counter behavior to 3.

    Posted in: Data
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    posted a message on How to create a buff cap on a unit?

    @Playmo: Go

    I'd actually probably have a seperate hidden behavior that would be applied every time you applied a regular buff. This hidden behavior would act as a counter. All you would have to do then is have a validator and/or a requirement for each buff depending on what you are wanting it to do. The validator would obviously check to make sure your counter was less than 3, if its not then that buff you are trying to apply won't be applied (or your buttons wont show up depending on what you are wanting

    You would of course need to figure out some way to remove the counter. Easiest thing would be a duration. Don't know if that works for you

    Now if your wanting 3 buffs Max and the 4th buff applied knocks off the oldest buff thus keeping it at 3. Well that's a ton more complex. I wouldn't recommend that unless you were extremely comfortable with the data editor

    Posted in: Data
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    posted a message on The Editor's 1st birthday

    I might be mistaken, but if you want to rotate something don't you just need to use a Site Operations (rotation) actor? I think I've done this before, granted its been a while and I don't remember much so I might be wrong. It does require a decent knowledge of the data editor though.

    Posted in: General Chat
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    posted a message on Ability Charges Problem

    Not at my computer right now, but I'm pretty sure there is a "cost - charge" field that let's you set how many charges an ability uses/consumes. Just change this to 15.

    Posted in: Data
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